diff --git a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
index d1a33f646..0c4d00346 100644
--- a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
+++ b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
@@ -445,17 +445,17 @@ namespace Spine {
// Fail loud when skeleton.data is null.
Spine.Animation animation = skeleton.data.FindAnimation(animationName);
if (animation == null) return;
- animation.Apply(skeleton, 0, time, loop, null, 1f, MixPose.Setup, MixDirection.In);
+ animation.Apply(skeleton, 0, time, loop, null, 1f, MixBlend.Setup, MixDirection.In);
}
/// Pose a skeleton according to a given time in an animation.
public static void PoseSkeleton (this Animation animation, Skeleton skeleton, float time, bool loop = false) {
- animation.Apply(skeleton, 0, time, loop, null, 1f, MixPose.Setup, MixDirection.In);
+ animation.Apply(skeleton, 0, time, loop, null, 1f, MixBlend.Setup, MixDirection.In);
}
/// Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.
public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
- animation.Apply(skeleton, 0, 0, false, null, 0, MixPose.Setup, MixDirection.Out);
+ animation.Apply(skeleton, 0, 0, false, null, 0, MixBlend.Setup, MixDirection.Out);
}